View Full Version : Rocketeer Critique Apprieciated
22-08-2011, 07:25 AM
My reference sheet
My past WIP-
My Current WIP:
look at the model from a distance i plan remodeling the boots and pants.
What do you guys think I about the overall look?
I looks Good, Nice and clean mesh I wills say though his helmet almost looks a bit "Thin" like the metal on it is not very thick and durable. Also it looks a bit wrinkly I think that has more to do with just straightening up your lines. Otherwise you are doing amazing, are you going to ZB this baby at all?
22-08-2011, 12:45 PM
The "wings" should wrap a bit further round the helmet than you have at the moment, but its looking good, keep it up :D
22-08-2011, 06:14 PM
thanks Rych and Krallis. I will post more WIP. I will be zbrushing this. Thinking about giving him battle damage.
29-08-2011, 06:15 AM
Here's an update. I decided that I'm going to modify the look of the original to the best of my creativity. I'm taking referenced parts and concepts from looks that I think would be a cool elements. Looking at the backpack, I'm think about adding some more elements to it. Also I changed the long boots to combat boots. I took away the parachute pants and thinking about giving him cargo pants. Let me know what you think about the direction this going.
This is leather jacket ref I'm using :
and the boots:
01-09-2011, 09:43 AM
Cool progress. I like how you payed attention to all those tiny details.
Since you said you want to have some critism... here it is :D
First thing that bugged me visually is that modern clip at the side of his armor http://forums.3dtotal.com/attachment.php?attachmentid=184153&stc=1&d=1314869536
It's pretty well modeled, no doubt, but it doesn't match the time period of your character. Try to go more with a clip from the 30's.
Second thing that bugged me are theese ultra-crisp edges: http://forums.3dtotal.com/attachment.php?attachmentid=184154&stc=1&d=1314869773
Crisp, sharp edges are cool but if you make two edges beeing too close to eachother the whole cool look will drop away. I suggest to make either less edges or make the distance between two edgeloops that define a crisp edge a bit larger.
This couch is a good example of what I mean. If you look at the sides of the couch the edges are close but not to close resulting in a very smooth transition that looks believable...
Hope that was a bit understandable.
09-09-2011, 06:11 PM
thank Kogen for the crit. I cool you say that because I thinking about going in a modernize look with keeping the essence. Kinda like what the with the new Thundercats.
I will try to make those changes in my future post.
Here more Recent WIP screenshot:
Almost ready for zbrush
I'm looking to more detail to the thrusters like this:
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